<chunkynotes version="1.0" title="GURPS Notes">
      <summary>Notes and material for GURPS.</summary>

      <intro>
         <p>This isn't updated much - I only played GURPS briefly, in
         a modern HK Gangland Blood Opera setting (which was fun despite the
         GURPS rules being a bit melee-oriented).</p>
      </intro>

      <chunk title="Firearms Malfunctions">
    <p>Hidden away on page 12 of GURPS High-Tech is a long and confusing explanation of firearm malfunctions. The "Malf." firearms statistic was further clarified in <i>Roleplayer #27</i>. The clarification is paraphrased here.</p>

    <p>Note that a malfunction is <b>not</b> the same as a critical miss - a critical miss includes such things as dropping the weapon or shooting yourself in the foot.</p>

    <ul>
    <li>A number in the Malf. column indicates that the weapon malfunctions (breaks/jams/etc) if you roll greater than that number on your to hit roll. A critical miss (17 or 18) is still a critical miss, not a malfunction. Common in primitive and unreliable weapons such as flintlocks.</li>
    <li>"Crit." in the Malf. column indicates that the weapon will only malfunction if you roll a critical miss <b>and then</b> roll a malfunction on the critical miss table. This is the normal state for most modern firearms.</li>
    <li>"Ver." in the Malf. column is the same as "Crit." above, except that if you roll a malfunction on the critical miss table you must roll a verification roll against the relevant Guns skill. A failure indicates that the weapon did malfunction (apply the relevant result from the critical miss table), a success means the shot was just a miss.</li>
    <li>"Ver. (Crit)" means that the verification roll Only fails on a critical failure - in other words you must critically miss, roll a malfunction on the critical miss table and then roll another critical failure for the weapon to malfunction.</li>
    </ul>

    <p>Also, note that the GM makes malfunction and critical miss rolls in secret, and then tells the player as much as the character would know. If the weapon jams or breaks, the character may or may not know if the problem can be fixed quicky or will require dismantling and repairing the weapon. See page 13 of GURPS High-Tech for details.</p>
 </chunk>

      <chunk title="Quad NPC Sheet">
    <h4><a href="QuadGURPSNPCSheet.png">Quad NPC Sheet (110 KB)</a></h4>
    <p>The standard NPC stats sheet times four - set your graphics program to "fit to page" and it should come out nicely on a A4 or 8x11 inch sheet.</p>
      </chunk>


 <chunk title="Links">
    <ul class="nobullets">
        <li><a href="http://www.sjgames.com/gurps">GURPS homepage</a></li>
        <li><a href="http://www.sjgames.com/gurps/lite/">GURPS Lite</a> - simplified rules (only 32 pages long) available for free download</li>
        <li><a href="http://www.aquariuscreations.com/GURU.html">GURU Freeware Character Creator</a></li>
    </ul>
    </chunk>
 </chunkynotes>
